Sins of a Solar Empire Units/Structures/Research Reference Guide version 0.95 This document is Copyrighted 2008 to Culver Redd. ======================== Table of Contents [ToC] ======================== 0. Version History  I. Introduction  II. Structures  a.Logistics [002l] b.Tactical [002t] III. Units  a.Strike Craft [003s] b.Neutral Ships [003n] c.TES [003t] i.Frigates [003tf] ii.Cruisers [003tc] iii.Capital Ships [003ts] d.Advent [003a] i.Frigates [003af] ii.Cruisers [003ac] iii.Capital Ships [003as] e.Vasari [003v] i.Frigates [003vf] ii.Cruisers [003vc] iii.Capital Ships [003vs] IV. Research  a.Planetary Development [004p] b.TES [004t] i.military [004tm] ii.civics [004tc] c.Advent [004a] i.hostility [004am] ii.harmony [004ac] d.Vasari [004v] i.weapons [004vm] ii.empire [004vc] e.Fleet Logistics [004f] i.capital ships [004fcs] ii.fleet [004ff] V. Discoverables  a.Artifacts [005a] b.Bonuses [005b] VI. Acheivements  VII. Legalese  VIII. Contact Info  ========================= 0. Version History  ========================= 0.9: Initial release 0.95: Updated Space Ponies achievement, added most (hopefully) of the bonuses and some of the artifacts. Updated missing research info (mostly Vasari) and improved Superweapon description and advice. =============== I. Intro  =============== When I first started playing Sins of a Solar Empire, I felt completely overwhelmed with information. The tutorials taught me the controls, but they didn't help me learn how to play. Therefore, in the interest of helping out the next generation of players, I have compiled this reference guide of all of the various ships, buildings, technologies, etc. that you need to know before you can play the game effectively. I will, however assume that you are actually playing SoaSE, and know the basic terminology. Also, this is only the second FAQ I have ever written, so if there are some problems, please cut me some slack. If you feel that there is a major problem, contact me and I'll fix it in an update. One note on terminology: when I say "planet", I am referring to any colonizable object, not simply a planet in the traditional sense. ===================== II. Structures  ===================== In the interest of saving space, and because the functions are mostly equivalent between the factions, I have not divided this section by race, only by type. This section will give a basic overview of each structure's stats and functions. The generic entry will look something like this: TEC Name/Advent Name/Vasari Name Cost:Credits,Metal,Crystal HP:#### Armor:## Slots Occupied (Logistics or Tactical):## Damage/Antimatter (if applicable):### Prerequisites (if any): Function: -------------------- a. Logistics [002l] -------------------- Metal Extractor/Metal Extractor/Metal Extractor Cost:250,0,0 HP:2500 Armor:4 Slots Occupied:0 Function: This structure mines metal from metal-containing asteroids. An absolute must for any empire. This should be the second structure (crystal is more important) you create in a new colony. Crystal Extractor/Crystal Extractor/Crystal Extractor Cost:250,0,0 HP:2500 Armor:4 Slots Occupied:0 Function: This structure mines crystal from crystal-bearing asteroids. An absolute must for any empire. This should be the first structure you create in a new colony. Frigate Factory/Frigate Factory/Frigate Factory Cost:600,80,80 HP:4000 Armor:6 Slots Occupied:4 Function: True to its name, this structure builds frigates. When you unlock them, this structure also builds cruisers. You start with one of these on your home planet. Capital Ship Factory/Capital Ship Factory/Capital Ship Factory Cost:1000,250,100 HP:4500 Armor:6 Slots Occupied:4 Function: As you may have guessed, this structure builds capital ships. The first CS is free, so I would recommend building one of these right away. Military Lab/Temple of Hostility/Lirtestra Weapons Lab Cost:750,60,80 HP:4500 Armor:6 Slots Occupied:4 Function: Allows you to research items in the military tech tree. The more you have, the more advanced research you can undertake. Civics Lab/Temple of Harmony/Viturska Imperial Lab Cost:750,60,80 HP:4500 Armor:6 Slots Occupied:4 Function: Allows you to research items in the civilian tech tree. The more you have, the more advanced research you can undertake. Trade Port/Trade Port/Trade Port Cost:750,100,125 HP:4500 Armor:5 Slots Occupied:4 Prerequisites: 1 point in Orbital Commerce, Interplanetary Trade, or Offworld Exports Function: This structure generates trade ships that will travel between your other trade ports and generate credit income. You must have at least two to start a trade route. Orbital Refinery/(N/A)/Matter Processor Cost:1500,125,175 HP:6500 Armor:5 Slots Occupied:4 Prerequisites: 1 point in Orbital Refinement or Orbital Processing Function: This structure generates refinery ships that will collect crystal and metal from asteroids around neighboring planets and generate metal and crystal income. Broadcast Center/Temple of Communion/Media Hub Cost:900,100,150 HP:4500 Armor:6 Slots Occupied:4 Prerequisites: 1 point in Interstellar Networks, Unity Indoctrination, or Compelling Propaganda. Function: This structure spreads your empire's culture to neighboring systems, increasing allegiance to your empire, or decreasing allegiance to other factions. This gain or loss in allegiance will be accompanied by a proportional increase or decrease in planetary productivity. Another nice side effect is if the allegiance of a planet drops to zero, the planet will rebel and become neutral, allowing you to capture it. ------------------ b. Tactical [002t] ------------------ Gauss Defense Platform/Beam Defense Platform/Missile Platform Cost:250,75,35 HP:3000 Armor:12 Slots Occupied:1 Damage:20 Function: This structure acts as static defense against enemy invaders. It is not invulnerable, though, and cannot easily track fast moving targets like scouts. I would recommend using these only as a last resort, if your defense fleets are overwhelmed. Hangar Defense/Hangar Defense/Hangar Defense Cost:700,120,70 HP:4000 Armor:8 Slots Occupied:4 Antimatter:250 Prerequisites: 1 point in Hangar Defense Function: This structure will house two squadrons of strike craft to assist your fleets in defense. Repair Platform/Repair Platform/Regeneration Bay Cost:400,100,75 HP:3500 Armor:6 Slots Occupied:2 Antimatter:300 Prerequisites: 1 point in Repair Platform or Regeneration Bay Function: This structure uses antimatter to (comparatively) quickly repair friendly vessels. Phase Jump Inhibitor/Phase Jump Inhibitor/Phase Jump Inhibitor Cost:750,80,125 HP:2400 Armor:6 Slots Occupied:4 Prerequisites: 1 pointin Phase Jump Disruption Function: This structure increases the time it takes for enemy vessels to phase jump when retreating from your planet. Shield Generator/(N/A)/(N/A) Cost:1000,150,175 HP:4000 Armor:6 Slots Occupied:3 Antimatter:300 Prerequisites: 1 point in Planetary Shields Function: This TEC exclusive structure shields the planet that it orbits from bombardment. (N/A)/Antimatter Recharge/(N/A) Cost:1000,150,175 HP:4000 Armor:6 Slots Occupied:3 Antimatter:300 Prerequisites: 1 point in Antimatter Projection Function: This Advent exclusive structure recharges the antimatter reserves of friendly capital ships. (N/A)/(N/A)/Nano Weapon Jammer Cost:1000,150,175 HP:4000 Armor:6 Slots Occupied:3 Antimatter:300 Prerequisites: 1 point in Power Draining Nanites Function: This Vasari exclusive structure uses nanomachines to increase the cooldown time of enemy weapons. (N/A)/(N/A)/Phase Stabilizer Cost:1500,200,300 HP:4000 Armor:6 Slots Occupied:10 Antimatter:300 Prerequisites: 1 point in Phase Tunneling Function: This Vasari exclusive structure allows ships to travel directly between two Phase Stabilizer structures, effectively creating a new phase lane. Novalith Cannon/Deliverance Engine/Kostura Cannon Cost:8000,600,500 HP:4000 Armor:5 Slots Occupied:18 Antimatter:300 Prerequisites: 1 point in Novalith Prototype, Deliverance Design, or Kostura Prototype Function: This structure is the "superweapon" of each of the races. Each of these structures launches some ability directly across space to strike the enemy. The TEC variety fires a huge slug at an enemy planet for massive planetary damage. The Advent variety provokes a massive increase in friendly culture at the target planet, reducing enemy productivity and hopefully sparking a revolution. The Vasari variety acts much like the Novalith Cannon, except it sends an less powerful energy shockwave to deal ship and structural damage. Though powerful, these structures are not by themselves game winners. ================= III. Units  ================= Here I will discuss the various ships that the three factions can build, what they can do, and some basic strategies for their use. Please note that the stats I give are base values and most of them can be upgraded in the military tech tree. The general layout for an unit entry will be as follows: Name Credits,Metal,Crystal HP/Shields/Antimatter Armor:# Average Damage:## (Type of Weapon) Supply Used:## Strengths against (if any): Ship type Research Required (if any): Ability Upgrades (if any): Abilities (if any): Name Antimatter cost/cooldown time (s)/range/duration (s) effects Strategy: ----------------------- a. Strike Craft [003s] ----------------------- Strike craft are the tiny fighters that are housed within Hangar Defenses and capital ships. They come in two varieties: Fighters Free 60/0/0 Armor:1 Damage:2 (Autocannon) Supply:0 comes in squadrons of 6 Strategy: These little ships don't do a whole lot except annoy the enemy, but sometimes that can be enough. If you don't anticipate going up against heavy resistance, build these. Bombers Free 100/0/0 Armor:2 Damage:3 (Missile) Supply:0 comes in squadrons of 5 Strategy: Bombers are much more well-rounded. They can deal decent damage to all but the fastest vessels, and are much more efficient at whittling away at capital ships and structures. ------------------------ b. Neutral Ships [003n] ------------------------ Neutral Ships are those that are not geared toward military operations. These include: LEV Constructor Frigate/Assemby Drone/Junra Fabricator Free 850/0/0 No armor or weapons Supply:0 Strategy: These things build your structures. Protect them at all costs. Trade Ship Free 600/0/0 No armor or weapons Supply:0 Strategy: These travel between Trade Ports and improve your credit income. Refinery Ship Free 600/0/0 No armor or weapons Supply:0 Strategy: These travel between extractors and refineries, improving your metal and crystal income. -------------- c. TEC [003t] -------------- The TEC is the least specialized of the factions, with units mostly geared toward fighting and the improvement of fighting abilities. Due to the reasonable prices of TEC ships and the high defensive capability of some of the cruisers and capital ships, this faction is the most adept of the three at turtling. ___________________ i.Frigates [003tf] ___________________ Arcova Scout Frigate 200,0,0 450/175/0 Armor:1 Damage:3 (Laser) Supply:2 Upgrades:Timed Explosives, Failsafe Jump Plotting Abilities: Explore 0/0/0/0 The scout will automatically jump to another planet when it has finished a move order Probe 0/120/18000/600 The target planet and surrounding areas will remain visible even if no allied ships are nearby. Timed Explosives 0/900/200/15 Time bomb is placed on targeted structure that will deal 1200 damage and impair damage reduction by 50%. Infallible Jump Drive passive Renders the Arcova immune to the effects of Phase Jump Inhibitors. Strategy: These ships are a must for early game expansion. The explore ability allows them to map the system without your constant attentions. They have very little combat worth, though. Cobalt Light Frigate 300,55,0 600/350/200 Armor:2 Damage:10 (Laser) Supply:5 Strong vs:frigates, carriers or utility cruisers Upgrades:Sabotage Reactor Abilities: Sabotage Reactor 25/3/5000/10 Targeted ship or structure will take 100 damage and will be unable to use abilities. Target must have an antimatter pool. Strategy: Cobalts are the base frigate of the TEC military. They can hold their own against smaller ships if they are not outnumbered, but they will be steamrolled by anything larger. These ships tend to be useful for clearing asteroids of their natives, and as escorts for cruisers and capital ships. Javelis LRM Frigate 250,40,20 500/280/0 Armor:1 Damage:11 (Missile) Supply:4 Strong vs:light frigates Research:Javelis Prototype Upgrades:Cluster Warheads Abilities: Cluster Warheads 0/60/1200/10 Grants 10 points of splash damage to the Javelis' missiles. Strategy: LRM's can be very useful for long-range escorts, and excel at killing off smaller ships. They are also quite reasonably priced. They are not well-armored, though, so try to keep them away from dogfights. Krosov Siege Frigate 520,70,60 560/280/0 Armor:2 Damage:6 (Laser), 20 (Bomb) Supply:12 Research:Krosov Prototype Upgrades:Heavy Fallout Abilities: Heavy Fallout 0/0/0/360 Impairs population growth on a planet by 30%. Strategy: Even though Krosovs are the most expensive frigate in the TEC fleet, the price is worth paying, since these are the only non-capital ships that can bombard planets. Make sure to guard them, since they are ineffective in ship-to-ship combat. If you are going to use heavy fallout, keep in mind that if you should capture the planet, you will be hurting your own growth. Garda Flak Frigate 375,40,25 900/450/0 Armor:4 Damage:19 (Autocannon) Supply:4 Strong vs:strike craft Research:Garda Prototype Strategy: Flak Frigates are the mainstay of the frigate corps. They can tear strike craft to shreds, and inflict respectable damage against other frigates for a supply cost that is less than its inferior Cobalt cousin. Their only downside is their lack of special abilities. Protov Colony Frigate 450,100,50 1150/125/225 Armor:0 Damage:4 (Autocannon) Supply:6 Abilities: Colonize 90/120/5000/0 Claims a planet in the name of your empire. Crew Extractor 40/60/1000/0 Captures a neutral extractor for your use. Strategy: Simply put, these frigates are invaluable. They are the only craft other than the Akkan Battlecruiser that is capable of colonizing a new planet, and they are the only ships capable of crewing extractors in asteroid belts and other uncolonizable areas. However, they have no armor and are nigh useless in combat, so only send them in after a planet has been cleared. ____________________ ii.Cruisers [003tc] ____________________ Percheron Light Carrier 475,100,90 900/300/200 Armor:2 Damage:0 Supply:8 Research:Percheron Prototype supports 1 squadron of strike craft Strategy: While Percherons have no direct attack mechanisms, they can support strike craft to assist in battle. This cruiser is not very durable, though, so be sure to keep it back from the front lines. Hoshiko Robotics Cruiser 350,30,50 775/325/350 Armor:3 Damage:4 (Laser) Supply:4 Research:Hoshiko Prototype Upgrades:Demolition Bots Abilities: Repair Drones 50/3/3000/15 Repairs the hulls of nearby ships and structures at 20 points/s. Demolition Bots 75/3/3000/60 Inflicts 25 damage to the targeted frigate, increases their weapon cooldown by 75%, and decreases their speed and acceleration by 200%. Strategy: These units are a must-have in any large battle. They will keep the ships around them healthy and cripple enemy frigates at the same time. Make sure to keep them right behind the front line to maximize both utility and survivability. Cielo Command Cruiser 425,25,60 850/250/350 Armor:1 Damage:4 (Laser) Supply:6 Research:Cielo Prototype Upgrades:Designate Target Abilities: Embolden 50/2/4000/60 emboldens the crew of the targeted ship, decreasing their weapon cooldown by 10% and regenerating 2.5 shield points/s. Designate Target 100/45/9000/60 The designated enemy ship or structure loses 25% of its damage reduction. Strategy: Another ship that supports from the rear, the Cielo can use its special abilities to swing the course of the battle away from the enemy, by making its allies more durable and its enemies easier to hit. Kodiak Heavy Cruiser 500,100,70 1050/600/0 Armor:5 Damage:18 (Autocannon) Supply:10 Strong vs:everything Research:Kodiak Prototype Upgrades:Intercept Abilities: Intercept 0/60/0/8 Increases the Kodiak's speed by 200% and acceleration by 800% to close quickly with enemy forces. Strategy: This mini-capital ship is well worth its fairly high cost. By itself it can tear through smaller frigates, and in groups it can make even capital ships sweat. Extremely useful for system clearing, support cruiser escorts, and front line defense. __________________________ iii.Capital Ships [003ts] __________________________ Kol Battleship 3000,400,250 3000/1250/225 Armor:5 Damage:9 (Beam), 34 (Autocannon), 8 (Laser), 43 (Bomb) Supply:50 Abilities: Gauss Railgun 75/6/5000/0 Deals 300 damage to the target. Flak Burst 100/12/2400/0 Deals 30 damage to all strike squadrons in the immediate area. Adaptive Forcefield 40/45/0/20 Increases the Kol's damage reduction by 15% and increases its chance of blocking a missile by 75%. Finest Hour (must be level 6) 150/180/1000/60 Causes all ships in the area to regenerate 5 antimatter/s, 10 HP/s, decreases their weapon cooldown by 20%, and grants 60 splash damage to their weapons. Strategy: The Kol is, simply put, a flying fortress. It can hold its own against huge masses of frigates, and can use the Finest Hour ability to completely turn a battle on its head. This ship should be the mainstay of any large-scale attack force. Sova Carrier 3000,400,250 2850/1075/270 Armor:4 Damage:3 (fore Laser), 30 (side and aft Lasers),37 (Bomb) Supply:50 supports 2 squadrons of strike craft Abilities: Missile Battery 125/50/0/60 Deploys a missile platform structure to aid in attack or defense. Embargo 85/120/0/120 Increases the build time of enemy ships and structures by 30%, steals income from enemy planets, and disables the phase jump drives of trade ships. Heavy Fighters passive Increases the damage dealt by the Sova's squadrons by 10% and increases their armor by 1. Rapid Manufacturing (must be level 6) 120/120/0/45 Decreases the build time of friendly ships and structures by 30%, and allows the Sova to instantly manufacture squadrons of strike craft. Strategy: The Sova carrier is a valuable asset to any commander who would defeat his enemies on the economic, rather than military battlefield. The squadrons it stores greatly aid any defense fleet, and the Sova can induce a huge boost in production for you, or make a quick raid into enemy territory to make their production drop like a stone. Akkan Battlecruiser 3000,400,250 3150/1000/260 Armor:3 Damage:14 (fore Lasers), 11 (Autocannon), 25 (side and aft Lasers), 40 (Bomb) Supply:50 supports 1 squadron of strike craft Abilities: Colonize 90/120/5000/0 Claims a planet in the name of your empire. Ion Bolt 85/10/7000/3 Renders the target unable to move, attack, use abilities, regenerate passively, or construct (if the target is a building or construction frigate). Targeting Uplink passive, 8000 range All nearby ships gain a 6% range increase and a 5% hit chance boost. Armistice (must be level 6) 150/180/12000/60 The Akkan is rendered invulnerable, and the abilities and weapons of nearby enemy ships are disabled. Strategy: The Akkan makes for an excellent starting capital ship. It can act as a heavily fortified colony ship, and can use its abilities to improve its escorts and take down defenses to punch through and conquer a system. Dunov Battlecruiser 3000,400,250 2800/1125/280 Armor:4 Damage:6 (Autocannon), 34 (Laser), 6 (Missile), 43 (Bomb) Supply:50 supports 1 squadron of strike craft Abilities: Shield Restoration 90/16/6000/0 The target instantly regenerates 350 shield points. EMP Charge 100/50/4500/150 The target loses 50 antimatter. Magnetize 80/15/5000/10 The target cannot use abilities, and any nearby strike craft will be magnetically attracted to the target and, time permitting, collide with it. Flux Field (must be level 6) 125/180/4000/60 Nearby enemies will suffer a 300% increase in the antimatter cost for ability use. Strategy: The Dunov makes an excellent support craft, capable of disabling the powerful abilities sported by cruisers and capital ships, and heal its own. With the backup provided by this ship, the most powerful and expensive ships will become the most vulnerable. Marza Dreadnought 3000,400,250 2875/1150/235 Armor:4 Damage:28 (Missile), 14 (Laser), 12 (Autocannon), 57 (Bomb) Supply:50 Abilities: Radiation Bomb 85/12/6000/5 Deals 125 instant damage to the target, and then 7 damage/s to the target and all nearby ships. Raze Planet 90/40/5000/0 Deals 80 damage to a planet, and kills off 10 population. Incendiary Shells passive, 15s duration Adds 3 damage/s to all of the Marza's weapons. Missile Barrage (must be level 6) 150/240/10000/0 Launches a huge flight of missiles to deal 150 damage to all enemies in the area. Strategy: If the Kol Battleship is a flying fortress, then the Marza Dreadnought is the mobile artillery. It can deal devastating amounts of damage from afar, although it requires an escort to support it in close combat. Paired with a Dunov, this spacecraft will render the surrounding fleet unstoppable. ----------------- d. Advent [003a] ----------------- Because of their psychic nature, the Advent are adept at improving the combat effectiveness of their ships while reducing that of the enemy's. They are also skilled at turning the strengths of their enemies into weaknesses. However, Advent ships are not able to withstand as much punishment as those of the other two races, and most of their cruisers and capital ships deal less direct weapon damage. ___________________ i.Frigates [003af] ___________________ Seeker Vessel 200,0,0 400/425/0 Armor:2 Damage:3 (Laser) Supply:2 Upgrades:Unfettered Phase Jumps, Martyrdom Abilities: Explore 0/0/0/0 The Seeker will automatically jump to another planet after completing a move order. Infallible Jump Drive passive The Seeker is immune to the effects of Phase Jump Inhibitors. Martyrdom 0/0/200/0 The seeker self destructs, dealing 200 damage to all enemies within range. Strategy: The Seeker was designed for scouting missions, and that is the way it should be used. If you send two out into the field at the start of a game, the entire map will be explored within the first half hour. Also, the Martyrdom ability works extremely well as a last resort or coup de grace. Disciple Vessel 250,40,0 400/425/200 Armor:2 Damage:8 (Laser) Supply:4 Strong vs:all frigates, and support/carrier cruisers Upgrades:Steal Antimatter Abilities: Steal Antimatter 0/10/3000/0 Steals 25 antimatter from the target ship. Transfer Antimatter 100/30/5000/10 Restores the target's antimatter at 5 points. Strategy: These are the basic attackers in the Advent military. They are good for scouting and for light escorts, but not much else. Illuminator Vessel 350,50,40 500/500/0 Armor:2 Damage:16 (Beam) Supply:6 Strong vs:light frigates Research:Illuminator Design Upgrades:Deceptive Illusion Abilities: Deceptive Illusion 0/180/0/120 Disables the Illuminator's abilities, but generates a fake to draw fire. Strategy: This frigate makes an excellent protector for weaker ships. It can tear apart lighter frigates, and, unlike many other RTS counterparts, the ship generated by Deceptive Illusion can withstand prolonged fire. Purge Vessel 530,80,60 480/375/0 Armor:3 Damage:6 (Plasma), 20 (Bomb) Supply:12 Research:Purge Vessel Design Strategy: This vessel is the only non-capital ship in the Advent fleet that is capable of bombing a planet, so use these liberally. However, make sure to send a group of Illuminators with them for protection. Defense Vessel 350,40,20 650/620/0 Armor:3 Damage:22 (Laser) Supply:3 Strong vs:strike craft Research:Defense Vessel Design Strategy: These frigates are quite valuable. In addition to sporting a cheap price tag and a decent hull and shield, the Defense Vessel has enough lasers to annihilate enemy strike craft and frigates. ____________________ ii.Cruisers [003ac] ____________________ Aeria Drone Host 450,100,50 1150/125/225 Armor:0 Supply:8 Research:Drone Host Design supports 1 squadron of strike craft Strategy: These ships were made for support from a distance. The Aeria has no weapons of its own, but it supports strike craft that will do its dirty work extremely well. Iconus Guardian 525,110,120 675/1500/350 Armor:2 Damage:4 (Laser) Supply:7 Research:Guardian Design Upgrades:Repulsion Abilities: Shield Projection 100/20/5000/30 The Iconus extends its own shields to take 33% of the damage intended for its comrades. Repulsion 0/0/7500/0 Psychically pushes away nearby vessels, reducing their speed and acceleration by 1000%. Requires 6 antimatter/s to maintain. Strategy: This ship excels at defending its brethren. It is able to extend its not insubstantial shield to other vessels for increased protection, and can drive away enemies with pure psychic power. If you want to keep some purge vessels or missionaries alive, this is the ship to use. Domina Subjugator 400,80,80 550/300/350 Armor:3 Damage:4 (Laser) Supply:4 Research:Subjugator Design Upgrades:Perseverance Abilities: Suppression 100/40/6000/40 Renders the target ship unable to use weapons or abilities, phase jump, or construct structures. Perseverance 150/60/5000/40 Repairs the targeted ship or structure at 25 hull/s. Strategy: The Domina is best used in conjunction with frigates and capital ships, rendering the most powerful enemies harmless to and healing its allies to help your fleet win the day. Destra Crusader 525,100,90 775/825/0 Armor:4 Damage:19 (Plasma) Supply:10 Strong vs:everything Research:Crusader Design Upgrades:Ruthlessness Abilities: Ruthlessness passive, 3500 range All enemy ships and structures take 1.5 damage/s. Strategy: Though expensive, this ship is capable of providing a solid backbone to large-scale offensives, with effective weaponry and an ability to pile on even more damage. __________________________ iii.Capital Ships [003as] __________________________ Radiance Battlecruiser 3000,400,250 2200/1750/240 Armor:4 Damage:15 (Beam), 10 (Plasma), 26 (Laser), 43 (Bomb) Supply:50 Abilities: Detonate Antimatter 60/20/4500/20 Instantly deals 12 damage and a further 16.7 damage/s, also rendering antimatter-based abilities useless. Animosity 65/35/3000/20 Enemy ships within shift their attacks to the battleship. Energy Absorption passive Converts 5% of energy-based damage to antimatter, adds 1 armor. Cleansing Brilliance (must be level 6) 150/75/8000/8 Deals 250 damage to all enemies in range. Strategy: The presence of this ship can lend considerable effectiveness to any fleet. When on the attack, the Radiance can soak up a lot of damage, while incurring massive amounts in return. On defense, this vessel can shift the assailants' attention away from important or vulnerable ships and structures. Revelation Battlecruiser 3000,400,250 2075/1500/235 Armor:4 Damage:29 (Plasma), 18 (Laser), 50 (Bomb) Supply:50 supports 1 squadron of strike craft Abilities: Reverie 75/15/8000/20 Completely disables the target. However, those affected may awaken if they take too much damage. Guidance 75/20/6000/15 Reduces the target's ability cooldown by 40%. Clairvoyance 80/20/0/50 View any planet of your choice. Provoke Hysteria (must be level 6) 150/180/5000/40 Deals 1% damage to planet health and population per second. Strategy: This craft excels in an assault force. It can scout the soon-to-be decimated planet, punch a hole in defenses, heavily reduce the planet's productivity and health, and maximize the effectiveness of their fellows. Progenitor Mothership 3000,400,250 2350/1450/265 Armor:3 Damage:30 (Plasma), 18 (Laser), 40 (Bomb) Supply:50 supports 1 squadron of strike craft Abilities: Colonize 90/120/5000/360 Colonizes a planet, and reduces development and build costs by 20%. Malice 90/20/8000/20 Deals 8% damage to all enemies within range if only one is attacked. Shield Regeneration 100/20/3000/8 The target regenerates 37.5 shields/s. Resurrection (must be level 6) 100/120/5000/0 If you have lost a high-level capital ship, this will resurrect the dead crew on the target capital ship, boosting its level to that of the deceased. Strategy: This ship plays an excellent defensive role. It can use Malice to defend a large swath of space, and Shield Regeneration to keep its comrades alive. If you should lose a valuable capital ship, it can be replaced quickly and efficiently. Also, if the enemy should break through your defenses for long enough to destroy the infrastructure on your planet, the Progenitor can quickly and easily reclaim it. Halcyon Carrier 3000,400,250 2075/1600/270 Armor:3 Damage:20 (Beam), 14 (Laser), 37 (Bomb) Supply:50 supports 2 squadrons of strike craft Abilities: Telekinetic Push 90/10/4200/15 Pushes away nearby enemy strike craft, dealing 20 damage to them and reducing their speed and acceleration by 25%. Adept Drone Anima Each of the Halcyon's strike squadrons gains an extra ship. Amplify Energy Aura passive, 8000 range Reduces the cooldown time of your allies' energy weapons by 8%. Anima Tempest (must be level 6) 150/180/0/0 Spawns a huge group of strike squadrons to overwhelm your enemies. Strategy: Much like the Radiance, the Halcyon is equally adept in assault and defense roles. On the attack, it can use its abilities to overwhelm the enemy. On defense, its presence can substantially fortify a planet. Rapture Battlecruiser 3000,400,250 2100/1625/280 Armor:4 Damage:11 (Laser), 9 (Beam), 20 (Plasma), 43 (Bomb) Supply:50 supports 1 squadron of strike craft Abilities: Vertigo 75/20/4500/25 Increases the targeted frigate or strike craft's weapon cooldown and decreases the chance of hit by 10%. Vengeance 75/30/6000/0 When attacked by the targeted ship or structure, the Rapture will deal 40% of that damage back to the target. Concentration Aura passive, 8000 range Increases the damage of all nearby strike craft by 10%. Domination (must be level 6) 150/90/6000/0 Permanently converts the targeted frigate to your empire. Strategy: The Rapture is capable of playing a very useful supporting role in any fleet. Its abilities can turn the tide of a seemingly unwinnable battle in your favor. Domination, especially, can prove very powerful if used wisely, even though only frigates can be turned. ----------------- e. Vasari [003v] ----------------- The Vasari play much like the Protoss in Starcraft. They have steep initial costs, but the weaponry and durability of their ships allows that investment to have a huge payoff. Due to their years of running from their unknown killers, the Vasari have a more complete knowledge of phase space than the other races, which manifests itself in some of their ships' abilities. ___________________ i.Frigates [003vf] ___________________ Jikara Navigator 225,20,0 425/225/300 Armor:1 Damage:4 (Pulse Gun) Supply:3 Upgrades:Jump Inhibition Immunity Abilities: Explore passive The Jikara will automatically jump to another planet after finishing move orders. Capture Extractor 60/60/1000/0 Captures a neutral extractor. Infallible Jump Drive passive The Jikara is immune to the effects of Phase Jump Inhibitors. Strategy: The use of this ship is extremely important in the early game. Use it to explore the galaxy with speed and efficiency. Ravastra Skirmisher 420,70,0 700/440/0 Armor:3 Damage:10 (Pulse Gun) Supply:7 Strong vs:frigates and support-type cruisers Upgrades:Reintegration, Interference Abilities: Reintegration 0/75/0/40 The Ravastra shuts down its engines and weapons in order to heal 8 hull points per second. Interference 0/8/5000/30 The target's ability cooldown and antimatter cost are doubled. Strategy: This ship is more expensive, but much stronger than its human counterparts. In addition to performing as a capable escort, this ship is quite effective at clearing systems for colonization. Kanrak Assailant 360,55,35 600/340/0 Armor:2 Damage:13 (Phase Missiles) Supply:6 Strong vs:light frigates Research:Assailant Prototype Upgrades:Discharging Missiles Abilities: Discharging Missiles 0/5/1500/2 The Kanrak cannot move, and has a 300% decreased turn rate, but gets a 25% increase in range and 15 splash damage. Strategy: The Kanrak is a valuable defensive ship. With its ability, it can transform into a powerful static defense platform, and its missiles have excellent range. Karrastra Destructor 525,80,60 520/320/0 Armor:2 Damage:6 (Wave), 23 (Bomb) Supply:12 Research:Destructor Prototype Strategy: These are the planet killers for the Vasari. Protect them well, for they are not as well-armored as the rest of their brethren, and have only weak weapons for defense. Junsurak Sentinel 400,50,30 875/550/0 Armor:3 Damage:20 (Phase Missiles) Supply:5 Strong vs:strike craft Research:Sentinel Prototype Upgrades:Discharging Missiles Abilities: Discharging Missiles 0/5/750/1 The Junsurak cannot move or turn, but gains a 25% range bonus and 12 splash damage. Strategy: Junsuraks are quite valuable as carrier defense or on the attack. They can use their ability to turn into a strike craft shredder, or support an attack run. Jarun Migrator 425,140,50 1000/225/225 Armor:0 Damage:5 (Pulse Gun) Supply:6 Abilities: Colonize 90/120/5000/0 Colonizes the targeted planet. Strategy: The Jarun is the only way for an early player without a Jarrasul capital ship to colonize planets. Hence, it is very valuable, and your enemies will prioritize its destruction. Protect it well, for it has no armor and very little defensive capability. ____________________ ii.Cruisers [003vc] ____________________ Lasurak Transporter 490,110,95 600/300/350 Armor:3 Damage:4 (Pulse Gun) Supply:8 Research:Transporter Prototype supports 1 squadron of strike craft Strategy: The Lasurak is an excellent support craft. It is able to quickly bring a squadron of strike craft to bear for a (comparatively) low price. Stilakus Subverter 400,80,80 600/300/350 Armor:3 Damage:4 (Pulse Gun) Supply:5 Research:Subverter Prototype Upgrades:Distortion Field Abilities: Shield Disruption 30/3/5000/60 Reduces the target's shield mitigation by 10% and it's ability to block phase missiles by 25%. Distortion Field 100/60/6000/30 The Stilakus teleports to the target and renders it fully disabled. Strategy: This ship plays an excellent offensive role. Although it does not have much direct attack capability, it can render the enemy vessels extremely vulnerable to the numerous missiles of the Vasari fleet, an ability envied by any commander worth his salt. Serevun Overseer 450,190,100 700/350/350 Armor:2 Damage:4 (Pulse Gun) Supply:7 Research:Overseer Prototype Upgrades:Jump Degradation, Mobile Phase Detection Abilities: Reactive Nanite Armor 50/2/6000/60 Gives the target ship 250 hull point increase and a 2 point armor bonus. Jump Degradation 100/30/0/120 Reduces the phase jump speed for incoming enemy vessels by 50%. Mobile Phase Detection passive Detects all in-jumping hostiles. Strategy: These ships are about as perfect a defense vessel as you can get. Not only can they bolster their own forces for a substantial amount of time, but their very presence warns of incoming attacks and slows their arrival. Skarovas Enforcer 675,150,110 1180/700/0 Armor:4 Damage:20 (Wave) Supply:12 Strong vs:everything Research:Enforcer Prototype Upgrades:Reintegration, Inertial Field Abilities: Reintegration 0/75/0/40 The Skarovas shuts down its weapons and engines to heal 12 hull/s. Inertial Field 0/30/4000/10 The speed and acceleration of all nearby enemies is reduced by 100%. Strategy: This craft is excellent on the attack. It has excellent stopping power, and also can use its abilities to heal itself while preventing its targets from escaping its grasp. __________________________ iii.Capital Ships [003vs] __________________________ Kortul Devastator 3000,400,200 2650/1425/225 Armor:5 Damage:12 (Wave), 30 (Pulse Beam), 6 (Phase Missiles), 45 (Bomb) Supply:50 Abilities: Power Surge 60/30/0/20 Reduces the Kortul's weapon cooldown by 25% and increases its shield regeneration rate by 75%. Jam Weapons 75/15/3500/15 All nearby strike craft cannot fire their weapons. Disruptive Strikes passive, 10s duration This ship's energy weapons increase their target's ability cooldown by 10% and decrease the target's antimatter stores by 8. Volatile Nanites (must be level 6) 150/180/6000/60 Targets suffer a 30% penalty to damage reduction and deal 150 splash damage upon death. Strategy: The Kortul is the ultimate attack vessel. It is effectively immune to attacks by strike craft, it can quickly kill off any hope of ability use, it can turn the enemies' numbers against them, and as if all of that were not enough, it can boost it's own attack and defense power? Such a ship is a force to be reckoned with. Skirantra Carrier 3000,400,200 2475/1275/250 Armor:4 Damage:9 (Wave), 12 (Phase Missiles), 35 (Bomb) Supply:50 supports 2 squadrons of strike craft Abilities: Repair Cloud 100/12/3000/10 All nearby vessels heal at 20 hull/s. Scramble Bombers 100/60/0/0 Deploys an additional bomber squadron for a short period of time. Microphasing Aura 0/0/8000/1 Renders nearby strike craft invulnerable by teleporting them out of harm's way. Replicate Forces (must be level 6) 125/180/6000/0 Instantly produces a fully functional copy of the targeted allied frigate. Strategy: This carrier is a force to be reckoned with in any defensive fleet. It can effectively bolster allied forces and speedily heal them. The presence of this ship will make it much easier to hold the front lines against even the strongest attacks. Jarrasul Evacuator 3000,400,200 2800/1150/250 Armor:3 Damage:13 (fore and side Waves), 19 (Pulse Beam), 5 (aft Waves), 40 (Bomb) Supply:50 supports 1 squadron of strike craft Abilities: Colonize 90/120/5000/240 Colonizes the target planet and gives it a 20% decrease in structure build time. Gravity Warhead 100/25/6000/12 The target ship suffers a 30% speed penalty and a 60% acceleration penalty. In addition, the target's phase jump drive is disabled. Nano-Disassembler 75/12/6000/20 The target ship's armor is decreased by 2, and takes 30 damage/s. Drain Planet (must be level 6) 150/180/6600/30 The target planet takes 45 damage/s, and the Evacuator siphons 15 resources/s from it. Strategy: This ship is reasonably well-rounded for any role. It is a proficient defender, and also can take down a respectable number of defenders while dealing crippling damage to the planet they are protecting. Antorak Marauder 3000,400,200 2350/1225/280 Armor:4 Damage:12 (Pulse Beam), 10 (Phase Missiles), 12 (Wave), 40 (Bomb) Supply:50 supports 1 squadron of strike craft Abilities: Phase Out Hull 60/5/7000/6 The targeted enemy is rendered invulnerable, but is completely disabled. Distort Gravity 65/45/5000/30 All nearby ships gain a 33% speed bonus, a 50% acceleration bonus, a 8% bonus to the radius at which phase jumps are possible, and are rendered immune to the effects of phase jump inhibitors. Subversion 100/50/5000/300 The target planet suffers a 15% penalty to ship and structure build time. Stabilize Phase Space (must be level 6) 100/120/0/75 Spawns a new Phase Stabilizer node. Strategy: The Antorak is the ultimate last resort. Its abilities provide for a quick retreat in the event that the fleet it is supporting proves to be outmatched. Its Stabilize Phase Space ability in particular, creates a speedy escape route, while leaving an equally easy entry point for the next attack. Vulkoras Desolator 3000,400,200 2525/1350/235 Armor:4 Damage:24 (Phase Missiles), 10 (Pulse Beam), 7 (Wave), 53 (Bomb) Supply:50 Abilities: Phase Missile Swarm 90/15/5000/0 Generates a sizable volley of phase missiles, dealing 200 damage to all nearby enemies. Deploy Siege Platform 100/55/2600/0 Deploys a siege platform to assist in planetary bombardment. Assault Specialization passive The Vulkoras gains a 25% decrease in the cooldown of its bomb launchers. Its phase missiles will also dea an additional 60 damage to structures. Disintegration (must be level 6) 150/120/6000/8 The target takes 200 damage/s, and heals the Vulkoras of 188 hull damage. Strategy: The Vulkoras performs well as an all-around attacker, but as its abilities suggest, its real power lies in razing enemy infrastructure. While the rest of the fleet keeps the enemy ships occupied, the Vulkoras will deploy a siege platform to start bombarding the planet, and will itself take out any nearby structures. =================== IV. Research  =================== No matter how much you decide to rely on it, there are some types of research that will prove invaluable. In this section, I attempt to separate worthwhile from waste. Please note that all listed values are for a single tier, not the total amount. Also bear in mind that I have a tendency to buy more research than is strictly needed, so I have probably rated higher than necessary. The typical research entry will look like this: Name Branch of research Required Number of Labs:# Research Prerequisites (if any): Tier 1 cost:credits, metal, crystal Tier 2 cost (if applicable):credits, metal, crystal Tier 3 cost (if applicable):credits, metal, crystal Effect Worth: 1 to 5, 1s being must-haves, and 5s not worth the bother -------------------------------- a. Planetary Development [004p] -------------------------------- Planetary Development is research that upgrades the stats of a planet, rather than ships or structures. You should put at least one point into all of these for each planet, unless you are setting up a planet as bait or will not be using tactical structures. Civilian Infrastructure Planetary Development Labs: 0 1:450,150,75 2:550,175,125 3:650,200,175 4:750,225,225 Improves the population capacity by 100% and growth of the planet by .05. It also drops the underdevelopment penalty by 2. Worth: 1 Logistics Capacity Planetary Development Labs: 0 1:450,150,75 2:550,175,125 3:650,200,175 Increases the number of logistics slots by 6, and number of constructor ships by 1 to a maximum of 2 for the planet. Worth: 1 Emergency Facilities Planetary Development Labs: 0 1:450,150,75 2:550,175,125 3:650,200,175 Increases the the planet health by 1500. Worth: 2.5 Tactical Capacity Planetary Development Labs: 0 1:450,150,75 2:550,175,125 3:650,200,175 Increases the number of tactical slots by 10, and number of constructor ships by 1 to a maximum of 2 for the planet. Worth: 3 Explore Planet Planetary Development Labs: 0 1:450,150,75 2:550,175,125 Explores 50% of the planet's surface, and uncovers an artifact or other special bonus if there is one to be found. Worth: 1 Change Capital Planetary Development Labs: 0 1:2000,300,200 Moves your empire's capital to the current planet. Worth: 3 (this one is mostly situational) -------------- b. TEC [004t] -------------- ___________________ i.Military [004tm] ___________________ Hull Reinforcement Structural Subsystems Labs:1 1:400,0,25 2:500,0,50 Increases the hull points of all ships and structures by 6% and hull regeneration by 3%. Worth: 1 Fortified Superstructure Structural Subsystems Labs:2 Prerequisites: 2 points in Hull Reinforcement 1:600,50,100 2:700,75,125 Increases the hull points of all ships and structures by a further 6% and hull regeneration by a further 3%. Worth: 1 Expert Damage Control Structural Subsystems Labs:4 Prerequisites: 2 points in Fortified Superstructure 1:1000,150,250 2:1100,100,275 Increases the hull points of all ships and structures by 3% and hull regeneration by 10%. Worth: 2 Advanced Metallurgy Structural Subsystems Labs:1 1:400,0,25 2:500,0,50 Increases the armor rating of all ships by .8. Worth: 1 Titano-Ferric Plating Structural Subsystems Labs:3 Prerequisites: 2 points in Advanced Metallurgy 1:800,100,175 2:700,125,200 Armor ratings are improved by .8. Worth: 3 Impact Analysis Structural Subsystems Labs:5 Prerequisites: 2 points in Titano-Ferric Plating 1:1200,200,325 2:1300,225,350 The armor of your ships is increased by another .8. Worth: 3 Repelon Premium Armor Structural Subsystems Labs:7 Prerequisites: 2 points in Impact Analysis 1:1600,300,475 2:1700,325,500 Once more increases the armor rating of all ships by .8. Worth: 4 Improved Shield Arrays Structural Subsystems Labs:3 1:800,100,175 2:900,125,20 Increases the shields and shield regeneration of all ships by 5%. Worth: 1 Superior Shield Emitters Structural Subsystems Labs:5 Prerequisites: 2 points in Improved Shield Arrays 1:1200,200,325 2:1300,225,350 Increases the shields and shield regeneration of all ships by 5%. Worth: 2.5 Efficient Generators Structural Subsystems Labs:4 1:1000,150,250 2:1100,175,275 Increases antimatter reserves and regeneration by 5%. Worth: 2 Potent Reaction Chaining Structural Subsystems Labs:6 Prerequisites: 2 points of Efficient Generators 1:1400,250,400 2:1500,275,425 Increases antimatter reserves and regeneration by an additional 5%. Worth: 3.5 Advanced Maneuvering Structural Subsystems Labs:5 1:1200,200,325 2:1300,225,350 Improves capital ship turn rate by 8%. Worth: 2 Failsafe Jump Plotting Structural Subsystems Labs:6 1:1400,250,400 Gives the Infallible Jump Drive ability to Arcova Scout Frigates. Worth: 4 Quick Gauss Capacitors Ballistics And Rocketry Labs:1 1:400,0,25 2:500,0,50 3:600,0,75 Increases the rate of fire of Gauss Defense Platforms by 5%. Worth: 4 Laser Amplification Ballistics And Rocketry Labs:1 1:400,0,25 2:500,0,50 Improves laser damage by 5%. Worth: 1 High Intensity Lasers Ballistics And Rocketry Labs:2 Prerequisites: 2 points in Laser Amplification 1:600,50,100 2:700,75,125 Improves laser damage by a further 5%. Worth: 1.5 Ferro-Uranite Rounds Ballistics And Rocketry Labs:2 Prerequisites: 1 point in Advanced Metallurgy 1:600,50,100 2:700,75,125 Increases autocannon damage by 5%. Worth: 1 Advanced Ballistics Ballistics And Rocketry Labs:3 Prerequisites: 2 points in Ferro-Uranite Rounds 1:800,100,175 2:900,125,200 Improves autocannon damage by a further 5%. Worth: 2 Highly Conductive Rails Ballistics And Rocketry Labs:3 Prerequisites: 1 point in Ferro-Uranite Rounds 1:800,100,175 Improves the range of Gauss Defense Platforms by 12%. Worth: 3 Refined Propellants Ballistics And Rocketry Labs:5 Prerequisites: 2 points in Advanced Ballistics 1:1200,200,325 2:1300,225,350 Improves autocannon damage by an additional 5%. Worth: 3.5 Refined Missile Avionics Ballistics And Rocketry Labs:2 Prerequisites: 1 point in Javelis Prototype 1:600,50,100 2:700,75,125 Improves missile damage by 5%. Worth: 2 Enhanced ACM Ballistics And Rocketry Labs:4 Prerequisites: 2 points in Refined Missile Avionics 1:1000,150,250 2:1100,175,275 Further improves missile damage by 5%. Worth: 2 Cyclotaurite Payloads Ballistics And Rocketry Labs:6 Prerequisites: 2 points in Enhanced ACM 1:1400,250,400 2:1500,275,425 Adds another 5% to the damage done by missiles. Worth: 3.5 Extended Range Missiles Ballistics And Rocketry Labs:7 Prerequisites: 1 point in Cyclotaurite Payloads 1:1600,300,475 2:1700,325,500 3:1800,350,525 Missile range is improved by 4%. Worth: 4 Heavy Fallout Ballistics And Rocketry Labs:4 1:1000,150,250 Unlocks the Heavy Fallout ability for Krosov Siege Frigates. Worth: 3 (see my warning about the Heavy Fallout ability) High Yield Warheads Ballistics And Rocketry Labs:7 Prerequisites: 1 point in Heavy Fallout 1:1600,300,475 2:1700,325,525 3:1800,350,525 Improves damage done by planetary bombardment by 10%. Worth: 3 Hangar Defense Experimental Design Labs:1 1:400,0,25 Unlocks the Hangar Defense tactical structure. Worth: 3 Repair Platform Experimental Design Labs:1 1:400,0,25 Unlocks the Repair Platform tactical structure. Worth: 1.5 Superior Repair Bots Experimental Design Labs:2 Prerequisites: 1 point in Repair Platform 1:600,50,100 2:700,75,125 Improves the hull repairs provided by the Repair Platform. Worth: 2 Hoshiko Prototype Experimental Design Labs:3 Prerequisites: 1 point in Superior Repair Bots 1:800,100,175 Unlocks the Hoshiko Robotics Cruiser. Worth: 2 Demolition Bots Experimental Design Labs:5 Prerequisites: 1 point in Hoshiko Prototype 1:1200,200,325 Unlocks the Demolition Bots ability for the Hoshiko Robotics Cruiser. Worth: 1 (if you have unlocked the Hoshiko in the first place.) Krosov Prototype Experimental Design Labs:2 1:600,50,100 Unlocks the Krosov Siege Frigate. Worth: 1 Garda Prototype Experimental Design Labs:2 1:600,50,100 Unlocks the Garda Flak Frigate. Worth: 1.5 Javelis Prototype Experimental Design Labs:2 1:600,50,100 Unlocks the Javelis LRM Frigate. Worth: 2 Cluster Warheads Experimental Design Labs:4 Prerequisites: 1 point in Javelis Prototype 1:1000,150,250 Unlocks the Cluster Warheads ability for Javelis LRM Frigates. Worth: 3 Timed Explosives Experimental Design Labs:3 1:800,100,175 Unlocks the Timed Explosives ability for Arcova Scout Frigates Worth: 4 Percheron Prototype Experimental Design Labs:3 1:800,100,175 Unlocks the Percheron Light Carrier. Worth: 3 Phase Jump Disruption Experimental Design Labs:4 1:1000,150,250 Unlocks the Phase Jump Inhibitor tactical structure. Worth: 3 Sabotage Reactor Experimental Design Labs:4 1:1000,150,250 Unlocks the Sabotage Reactor ability for Cobalt Light Frigates. Worth: 2.75 Kodiak Prototype Experimental Design Labs:5 1:1200,200,325 Unlocks the Kodiak Heavy Cruiser. Worth: 1.5 Intercept Experimental Design Labs:6 Prerequisites: 1 point in Kodiak Prototype 1:1400,250,400 Unlocks the Intercept ability for Kodiak Heavy Cruisers. Worth: 2 Cielo Prototype Experimental Design Labs:5 1:1200,200,325 Unlocks the Cielo Command Cruiser. Worth: 3 Designate Target Experimental Design Labs:6 Prerequisites: 1 point in Cielo Prototype 1:1400,250,400 Unlocks the Designate Target ability for the Cielo Command Cruiser. Worth: 2.5 Novalith Prototype Experimental Design Labs:8 Prerequisites: 1 point in Extended Range Missiles 1:1800,350,550 Unlocks the Novalith Cannon superweapon. Worth: 1 (if you don't mind paying the 21000,2480,3415 necessary for 8 Military Labs, 7 prerequisites, the prototype research, and the cannon itself) __________________ ii.Civics [004tc] __________________ Deep Core Metal Mining Industry Labs:1 1:400,0,25 2:500,0.50 Improves the gather rate of metal extractors by by 7%. Worth: 1 Rapid Hydrometallurgy Industry Labs:2 Prerequisites: 2 points in Deep Core Metal Mining 1:600,50,100 2:700,75,125 Increases the metal extraction rate by an additional 7%. Worth: 1 Nuclear Smelting Industry Labs:4 Prerequisites: 2 points in Rapid Hydrometallurgy 1:1000,150,250 2:1100,175,275 The extraction rate of metal is again increased by 7%. Worth: 2 Efficient Crystal Sorting Industry Labs:2 1:600,50,100 2:700,75,125 The extraction rate of crystal is increased by 7%. Worth: 1 Automated Mining Rigs Industry Labs:3 Prerequisites: 2 points in Efficient Crystal Sorting 1:800,100,175 2:900,125,200 Improves the extraction rate of crystal by another 7%. Worth: 1 Shockwave Pulverization Industry Labs:5 Prerequisites: 2 points in Automated Mining Rigs 1:1200,200,325 2:1300,225,350 Upgrades crystal extraction rate by a further 7%. Worth: 2 Orbital Commerce Industry Labs:2 1:600,50,100 Unlocks the Trade Port logistics structure. Worth: 1 Orbital Refinement Industry Labs:4 1:1000,150,250 Unlocks the Orbital Refinery logistics structure. Worth: 2.5 Huge Cargo Holds Industry Labs:4 Prerequisites: 1 point in Orbital Commerce, 1 point in Orbital Refinement 1:1000,150,250 2:1100,175,275 Increases the size of trade and refinery ships' cargo holds by 8%, thereby improving income from Orbital Refineries and Trade Ports. Worth: 2.5 Immense Cargo Holds Industry Labs:6 Prerequisites: 2 points in Huge Cargo Holds 1:1400,250,400 2:1500,275,425 Improves cargo hold size for refinery and trade ships by a further 8%. Worth: 2.25 Pervasive Economy Industry Labs:8 Prerequisites: 2 points in Immense Cargo Holds 1:1800,350,500 2:1900,375,575 When any player sells resources, you get 10% of the credits earned, and when any player trades resources, you gain 8% of the credits earned. Worth: 2 Rapid Development Industry Labs:3 1:800,100,175 2:900,125,200 Decreases the time required for planetary development by 25%. Worth: 3 Industrial Juggernaught Industry Labs:7 1:1600,300,475 2:1700,325,500 3:1800,350,525 The build time for all ships is decreased by 7% Worth: 2 Sensor Drones Engineering Labs:1 1:400,0,25 2:500,0,50 Unlocks the Probe ability for Arcova Scout Frigates. Worth: 4 High Density Zoning Engineering Labs:1 1:400,0,25 2:500,0,50 Increases the population cap for Terran planets by 8%. Worth: 2 Advanced Civic Design Engineering Labs:3 Prerequisites: 2 points in High Density Zoning 1:800,100,175 2:900,125,200 Further increases the maximum population on Terran planets by 8%. Worth: 3 Improved Arid Colonies Engineering Labs:1 1:400,0,25 2:500,0,50 Improves the population cap on Desert planets by 8%. Worth: 2 Modular Architecture Engineering Labs:1 1:400,0,25 2:500,0,50 Decreases the cost of extractors and factories by 20%. Worth: 4.5 Arctic Exploitation Engineering Labs:2 1:600,50,100 Allows you to colonize Ice planets. Worth: 1 Advanced Arctic Colonies Engineering Labs:4 Prerequisites: 1 point in Arctic Exploitation 1:1000,150,250 2:1100,175,275 Improves the population cap for Ice planets by 8%. Worth: 2.5 Volcanic Exploitation Engineering Labs:2 1:600,50,100 Allows you to colonize Volcanic planets. Worth: 1 Basic PSIDAR Engineering Labs:2 1:600,50,100 Detects phase jumping enemies one planet away from your colonies. Worth: 1 Enhanced PSIDAR Engineering Labs:5 Prerequisites: 1 point in Basic PSIDAR 1:1200,200,325 Detects phase jumping enemies two planets away from your colonies. Worth: 2 Long Range Jumps Engineering Labs:3 1:800,100,175 Your ships will be able to jump to other solar systems. Worth: 1 (when applicable) Worm Hole Navigation Engineering Labs:5 1:1200,200,325 Your ships will be able to travel through wormholes. Worth: 1 (when applicable) Planetary Shields Engineering Labs:5 1:1200,200,325 Unlocks the Shield Generator tactical structure. Worth: 2.5 Superior Planet Shields Engineering Labs:7 Prerequisites: 1 point in Planetary Shields 1:1600,300,475 2:1700,325,500 Improves the shield mitigation of planetary shields. Worth: 3 Quick Jump Calculation Engineering Labs:6 1:1400,250,400 2:1500,275,425 Decreases the charging time of your ships' phase jump engines by 15%. Worth: 3.5 Expedited Permits Policy Labs:2 1:600,50,100 2:700,75,125 Decreases the build time for structures by 17%. Worth: 2.5 Civilian Ship Safety Act Policy Labs:3 1:800,100,175 2:900,125,200 Improves the hulls and armor of neutral ships. Worth: 5 Interstellar Networks Policy Labs:3 1:800,100,175 Unlocks the Broadcast Center logistics structure. Worth: 1 Addictive Consumerism Policy Labs:4 Prerequisites: 1 point in Interstellar Networks 1:1000,150,250 2:1100,175,275 Improves culture spread rate by 5%. This research also increases the antimatter regeneration bonus for ships in friendly-cultured gravity wells by .4. Worth: 2 Cultural Monopolization Policy Labs:6 Prerequisites: 2 points in Addictive Consumerism 1:1400,250,400 2:1500,275,425 Improves culture spread rate by an additional 5% and antimatter regeneration bonus by an additional .3. Worth: 3 Critical Mass Policy Labs:5 Prerequisites: 2 points in Addictive Consumerism 1:1200,200,325 2:1300,225,350 Decreases the amount of spread rate loss incurred by each planet by 25%. Worth: 1.5 Insurgency Policy Labs:8 Prerequisites: 2 points in Cultural Monopolization 1:1800,350,550 2:1900,375,575 Enemy factions (including pirates) suffer periodic raids by trader rebels. Worth: 2.5 Foreign Sabotage Policy Labs:7 Prerequisites: 2 points in Cultural Monopolization 1:1600,300,475 2:1700,325,500 Enemy factions suffer a 50% increase in build time for structures and ships. Worth: 2 Skilled Diplomats Policy Labs:4 1:1000,150,250 2:1100,175,275 You get an additional 15% happiness when you complete missions for other factions and you lose 10% less when you fail a mission. Worth: 4 Favored Client Discount Policy Labs:4 1:1000,150,250 2:1100,175,275 Black market sell prices are increased by 8%, and buy prices are decreased by 8%. Worth: 1 Catastrophe Recovery Policy Labs:5 1:1200,200,325 2:1300,225,350 The reconstruction rate of emergency facilities after a planet has been bombarded is increased by 13%. Worth: 4.5 Development Mandate Policy Labs:6 1:1400,250,400 2:1500,275,425 All of your planets gain an additional 4 logistics slots. Worth: 3 (depends on how much infrastructure you need) Basic Crew Training Policy Labs:6 1:1400,250,400 The maximum capital ship level available for purchase is increased from 2 to 3. Worth: 3.5 ----------------- c. Advent [004a] ----------------- ____________________ i.Hostility [004am] ____________________ Refined Laser Cannons Energy Labs:1 1:400,0,25 2:500,0,50 Improves laser damage by 5%. Worth: 1 Burst Modulated Lasers Energy Labs:2 Prerequisites: 2 points in Refined Laser Cannons 1:600,50,100 2:700,75,125 Laser damage is increased by an additional 5%. Worth: 2 PsiTech Powered Lasers Energy Labs:4 Prerequisites: 2 points in Burst Modulated Lasers 1:1000,150,250 2:1100,175,125 Laser damage is improved by a further 5%. Worth: 2.5 Improved Containment Energy Labs:2 1:600,50,100 2:700,75,125 The damage dealt by plasma weapons is improved by 5%. Worth: 1 High Intensity Plasma Energy Labs:3 Prerequisites: 2 points in Improved Containment 1:800,100,175 2:900,125,200 Plasma damage is improved by a further 5%. Worth: 1.5 Strong Plasma Ejection Energy Labs:5 Prerequisites: 2 points in High Intensity Plasma 1:1200,200,325 2:1300,225,350 Plasma weapon damage is once again increased by 5%. Worth: 2.5 Rapid Plasma Generation Energy Labs:7 Prerequisites: 2 points in Strong Plasma Ejection 1:1600,300,475 2:1700,325,500 3:1800,350,525 The cooldown time of all plasma weapons is decreased by 5%. Worth: 3.5 Improved Beam Emitters Energy Labs:3 1:800,100,175 2:900,125,200 The damage potential of all beam weapons is improved by 5%. Worth: 2 Beam Amplification Energy Labs:4 Prerequisites: 2 points in Improved Beam Emitters 1:1000,150,250 2:1100,175,275 Beam damage is increased by a further 5%. Worth: 3 Superior Emission Coils Energy Labs:6 Prerequisites: 2 points in Beam Amplification 1:1400,250,400 2:1500,275,425 Beam weapon damage is improved by another 5%. Worth: 3.5 Precision Beam Focus Energy Labs:7 Prerequisites: 2 points in Superior Emission Coils 1:1600,300,475 2:1700,325,500 3:1800,350,525 The range of all beam weapons is increased by 4%. Worth: 3.5 Inspired Reactor Design Energy Labs:3 1:800,100,175 2:900,125,200 Antimatter reserves and regeneration are improved by 5%. Worth: 1 Quick Reaction Cycling Energy Labs:5 Prerequisites: 2 points in Inspired Reactor Design 1:1200,200,325 2:1300,225,350 The antimatter reserves and regeneration rates of all ships are improved by 5%. Worth: 1.5 Synergistic Reactions Energy Labs:7 Prerequisites: 2 points in Quick Reaction Cycling 1:1600,300,475 2:1700,325,500 Antimatter reserves and regeneration are improved by a further 5%. Worth: 2 Basic Shield Projection Energy Labs:1 1:400,0,25 2:500,0,50 Shields and shield regeneration are improved by 5%. Worth: 1 PsiTech Shield Emitters Energy Labs:2 Prerequisites: 2 points in Basic Shield Projection 1:600,50,100 2:700,75,125 The shields and regeneration rates of all ships are increased by 5%. Worth: 1 Potent Shield Generation Energy Labs:4 Prerequisites: 2 points in PsiTech Shield Emitters 1:1000,150,250 2:1100,175,275 Shields and regeneration are once again improved by 5%. Worth: 2 Raised Shield Harmonics Energy Labs:6 Prerequisites: 2 points in Potent Shield Generation 1:1400,250,400 2:1500,275,425 Maximum shield mitigation is increased by 2%. Worth: 3 Hangar Defense Ascension Labs:1 1:400,0,25 Unlocks the Hangar Defense tactical structure. Worth: 3 Skilled Hangar Anima Ascension Labs:2 Prerequisites: 1 point in Hangar Defense 1:600,50,100 2:700,75,125 Hangar Defenses get 1 extra squadron of strike craft. Worth: 2.5 Purge Vessel Design Ascension Labs:1 1:400,0,25 Unlocks the Purge Vessel. Worth: 1 Defense Vessel Design Ascension Labs:2 1:600,50,100 Unlocks the Defense Vessel. Worth: 1.5 Drone Host Design Ascension Labs:2 1:600,50,100 Unlocks the Aeria Drone Host. Worth: 2.5 Repair Platform Ascension Labs:2 1:600,50,100 Unlocks the Repair Platform tactical structure Worth: 2 Guardian Design Ascension Labs:3 Prerequisites: 1 point in PsiTech Shield Emitters 1:800,100,175 Unlocks the Iconus Guardian. Worth: 2 Repulsion Ascension Labs:5 Prerequisites: 1 point in Guardian Design 1:1200,200,325 Unlocks the Repulsion ability for the Iconus Guardian. Worth: 2.5 Steal Antimatter Ascension Labs:3 1:800,100,175 Unlocks the Steal Antimatter ability for Disciple Vessels. Worth: 1.5 Illuminator Design Ascension Labs:3 1:800,100,175 Unlocks the Illuminator Vessel. Worth: 2 Deceptive Illusion Ascension Labs:5 Prerequisites: 1 point in Illuminator Design 1:1200,200,325 Unlocks the Deceptive Illusion ability for Illuminator Vessels. Worth: 1.5 Basic Crew Training Ascension Labs:4 1:1000,150,250 Increases the maximum buyable capital ship level from 2 to 3. Worth: 3 Martyrdom Ascension Labs:4 1:1000,150,250 Unlocks the Martyrdom ability for Seeker Vessels. Worth: 2.5 Crusader Design Ascension Labs:5 1:1200,200,325 Unlocks the Destra Crusader. Worth: 2.5 Ruthlessness Ascension Labs:7 Prerequisites: 1 point in Crusader Design 1:1600,300,475 Unlocks the Ruthlessness ability for the Destra Crusader. Worth: 2 Subjugator Design Ascension Labs:5 1:1200,200,325 Unlocks the Domina Subjugator. Worth: 2 Perseverance Ascension Labs:6 Prerequisites: 1 point in Subjugator Design 1:1400,250,400 Unlocks the Perseverance ability for the Domina Subjugator. Worth: 2 Unfettered Phase Jumps Ascension Labs:6 1:1400,250,400 Unlocks the Infallible Jump Drive ability for Seeker Vessels. Worth: 3.5 Mass Transcendence Ascension Labs:8 1:1800,350,550 2:1900,375,575 Until level 2, capital ships gain .92 experience/s. Regardless of level, they gain a 25% bonus to experience gained in combat. Worth: 2 Refined Frameworks Substance Labs:1 1:400,0,25 2:500,0,50 Increases maximum hull points, and their regeneration, by 5%. Worth: 1 Elegant Hull Design Substance Labs:3 Prerequisites: 2 points in Refined Frameworks 1:800,100,175 2:900,125,200 The hull points and regeneration of all ships are improved by 5%. Worth: 1 Supreme Architecture Substance Labs:5 Prerequisites: 2 points in Elegant Hull Design 1:1200,200,325 2:1300,225,350 Hull points and regeneration are increased by a further 5%. Worth: 2 Augmented Launchers Substance Labs:2 1:600,50,100 2:700,75,125 The damage done by bombs is improved by 5%. Worth: 1 PsiTech Propelled Bolts Substance Labs:3 Prerequisites: 2 points in Augmented Launchers 1:800,100,175 2:900,125,200 Bomb damage is increased by a further 5%. Worth: 1 Divine Launcher Arrays Substance Labs:5 Prerequisites: 2 points in PsiTech Propelled Bolts 1:1200,200,325 2:1300,225,350 Bombs deal an additional 5% damage. Worth: 2 Advanced Composites Substance Labs:6 1:1400,250,400 2:1500,275,425 Armor is increased by 1. Worth: 1 Telekinetic Projection Substance Labs:7 Prerequisites: 2 points in Advanced Composites 1:1600,300,475 2:1700,325,500 The armor rating of all ships is improved by 1. Worth: 3 ___________________ ii.Harmony [004ac] ___________________ Communal Labor PsiTech Labs:2 1:600,50,100 Unlocks the Communal Labor ability for Assembly Drones, which allows them to group together on a single structure, building it faster, but at increased cost. Worth: 4 Unity Indoctrination PsiTech Labs:2 1:600,50,100 Unlocks the Temple of Communion logistics structure. Worth: 1 Zealous Worship PsiTech Labs:2 Prerequisites: 1 point in Unity Indoctrination 1:600,50,100 2:700,75,125 Culture spread rate is increased by 5%, and cultural mitigation (I think this is resistance to the effects of other cultures, but I'm not sure) is increased by 1%. Worth: 1 Unwavering Belief PsiTech Labs:4 Prerequisites: 2 points in Zealous Worship 1:1000,150,250 2:1100,175,275 The spread rate of your culture is improved by 5%, and cultural mitigation is improved by 1%. Worth: 2 Wall of Faith PsiTech Labs:5 Prerequisites: 2 points in Unwavering Belief 1:1200,200,325 2:1300,225,350 Your empire's resistance to the spread of other cultures is increased by 20%. Worth: 1 Total Assimilation PsiTech Labs:6 Prerequisites: 2 points in Unwavering Belief 1:1400,250,400 2:1500,275,425 Your empire's culture spread rate is increased by 5%, and its cultural mitigation is increased by 1%. Worth: 3 Deliverance Design PsiTech Labs:8 Prerequisites: 2 points in Total Assimilation 1:1800,350,550 Unlocks the Deliverance Engine superweapon. Worth: 1 (see my warning for Novalith Prototype) Distant Visualization PsiTech Labs:3 1:800,100,175 Your ships can now jump to other solar systems. Worth: 1 (when applicable) Phase Jump Disruption PsiTech Labs:3 1:800,100,175 Unlocks the Phase Jump Inhibitor tactical structure. Worth: 3 Augmented Defense Grid PsiTech Labs:4 1:1000,150,250 2:1100,175,275 Your planets gain 2 more tactical slots. Worth: 3 Induced Leniency PsiTech Labs:5 1:1200,200,325 2:1300,225,350 Other factions give you 30% more time to complete their missions, and lose 15% less happiness should you fail. Worth: 3 Worm Hole Passage PsiTech Labs:5 1:1200,200,325 Your ships can now travel through wormholes. Worth: 1 (when applicable) Antimatter Projection PsiTech Labs:6 1:1400,250,400 Unlocks the Antimatter Recharger tactical structure. Worth: 2.5 Antimatter Multicasting PsiTech Labs:7 Prerequisites: 1 point in Antimatter Projection 1:1600,300,475 2:1500,275,425 Increases the amount of antimatter restored by the Antimatter Recharger. Worth: 2.5 High Efficiency Jumps PsiTech Labs:7 1:1600,300,475 2:1700,325,500 3:1800,350,525 The antimatter cost for phase jumps is decreased by 11%. Worth: 2 Allure of the Unity PsiTech Labs:8 1:1800,350,550 2:1900,375,575 Increases the maximum allegiance of your planets by 5%. Worth: 3.5 Knowledge Aggregation Perception Labs:1 1:400,0,25 2:500,0,50 3:600,0,75 The rate of research is increased by 11%. Worth: 1 Lingering Presence Perception Labs:2 1:600,50,100 2:700,75,125 Unlocks the Lingering Presence ability for Seeker Vessels, which maintains visibility for 300s in the gravity well in which the Seeker is destroyed. Worth: 1 Forewarning Perception Labs:2 1:600,50,100 You get early warning of in-jumping enemies up to one planet away from your empire. Worth: 1 Acute Premonitions Perception Labs:5 Prerequisites: 1 point in Forewarning 1:1200,200,325 You get early warning of in-jumping enemies up to two planets away from your empire. Worth: 1 Divination Perception Labs:3 1:800,100,175 2:900,125,200 The build time of all structures is reduced by 40%, and their price is reduced by 25%. Worth: 1 False Belief Monitoring Perception Labs:4 Prerequisites: 1 point in Unwavering Belief 1:1000,150,250 The spread of all hostile culture is visible Worth: 2 Eyes of the Converted Perception Labs:6 Prerequisites: 1 point in False Belief Monitoring 1:1600,300,475 All planets with friendly culture are visible. Worth: 2 Persuasive Offers Materialism Labs:1 1:400,0,25 2:500,0,50 The bounty bought with a given amount of money is increased by 13%. Worth: 1 Homeworld Prophecy Materialism Labs:1 1:400,0,25 2:500,0,50 The population cap on Desert planets is raised by 8%. Worth: 2.5 Inspired Architecture Materialism Labs:1 Prerequisites: 1 point in Homeworld Prophecy 1:400,0,25 2:500,0,50 The population cap on Terran planets is raised by 8%. Worth: 2 Thriving Desert Cities Materialism Labs:2 Prerequisites: 2 points in Homeworld Prophecy 1:600,50,100 2:700,75,125 Desert planets can support 8% more people. Worth: 3 Rich Ore Scrying Materialism Labs:2 1:600,50,100 2:700,75,125 Metal income is increased by 7%. Worth: 1 Telekinetic Extraction Materialism Labs:3 Prerequisites: 2 points in Rich Ore Scrying 1:800,100,175 2:900,125,200 The rate of metal income is again increased by 7%. Worth: 2 Enhanced Reclamation Materialism Labs:4 Prerequisites: 2 points in Telekinetic Extraction 1:1000,150,250 2:1100,175,275 Metal income is improved by 6%. Worth: 2.5 Volcanic Evangelism Materialism Labs:2 1:600,50,100 Volcanic planets are colonizable. Worth: 1 Arctic Evangelism Materialism Labs:2 1:600,50,100 Ice planets are colonizable. Worth: 1 Selective Harvesting Materialism Labs:3 1:800,100,175 2:900,125,200 Crystal income is increased by 7%. Worth: 1 Crystal Enrichment Materialism Labs:4 Prerequisites: 2 points in Selective Harvesting 1:1000,150,250 2:1100,175,275 Crystal income is improved by a further 7%. Worth: 1 Telekinetic Separation Materialism Labs:6 Prerequisites: 2 points in Crystal Enrichment 1:1400,250,400 2:1500,275,425 The rate of crystal income is again improved by 7%. Worth: 1.5 Hardened Cities Materialism Labs:6 1:1400,250,400 2:1500,275,425 3:1600,300,450 Damage dealt to your planets by bombardment is decreased by 5%. Worth: 2.5 Interplanetary Trade Materialism Labs:3 1:800,100,175 Unlocks the Trade Port logistics structure Worth: 1 Karmic Retribution Materialism Labs:5 Prerequisites: 1 point in Interplanetary Trade 1:1200,200,325 2:1300,225,350 Unlocks the Karmic Retribution ability for Trade Ships, which places 100 bounty on any enemy that destroys them. Worth: 1 Resource Focus Materialism Labs:4 Prerequisites: 1 point in Interplanetary Trade 1:1000,150,250 Unlocks the Resource Focus ability for Trade Ports, which allows them to shut down trade in exchange for an 8% increase in metal and crystal extraction. Worth: 2 Enhanced Focus Materialism Labs:7 Prerequisites: 1 point in Resource Focus 1:1600,300,475 2:1700,325,500 Improves the resource extraction bonus from Resource Focus by 9%. Worth: 3 ----------------- d. Vasari [004v] ----------------- __________________ i.Weapons [004vm] __________________ Regeneration Bay Prototypes Labs:1 1:400,0,25 Unlocks the Regeneration Bay tactical structure. Worth: 2 Destructor Prototype Prototypes Labs:1 1:400,0,25 Unlocks the Karrastra Destructor. Worth: 1 Assailant Prototype Prototypes Labs:1 1:400,0,25 Unlocks the Kanrak Assailant. Worth: 1.5 Sentinel Prototype Prototypes Labs:2 1:600,50,100 Unlocks the Junsurak Sentinel. Worth: 1 Charged Missiles Prototypes Labs:4 Prerequisites: 1 point each in Assailant Prototype and Sentinel Prototype 1:1000,150,250 Unlocks the Discharging Missiles ability for Junsurak Sentinels and Kanrak Assailants. Worth: 2 Phase Jump Disruption Prototypes Labs:2 1:600,50,100 Unlocks the Phase Jump Inhibitor tactical structure. Worth: 3 Hangar Defense Prototypes Labs:2 1:600,50,100 Unlocks the Hangar Defense tactical structure. Worth: 2.5 Transporter Prototype Prototypes Labs:3 1:800,100,175 Unlocks the Lasurak Transporter. Worth: 2 Basic Crew Training Prototypes Labs:3 1:800,100,175 Upgrades the maximum buyable capital ship level from 2 to 3. Worth: 3 Interference Prototypes Labs:4 1:1000,150,250 Unlocks the Interference ability for the Ravastra Skirmisher. Worth: 2 Overseer Prototype Prototypes Labs:4 1:1000,150,250 Unlocks the Serevun Overseer. Worth: 1.75 Mobile Phase Detection Prototypes Labs:5 Prerequisites: 1 point in Overseer Prototype 1:1200,200,325 Unlocks the Mobile Phase Detection ability for Serevun Overseers. Worth: 1 Jump Degradation Prototypes Labs:6 Prerequisites: 1 point in Mobile Phase Detection 1:1400,250,400 Unlocks the Jump Degradation ability for Serevun Overseers. Worth: 1.5 Subverter Prototype Prototypes Labs:5 1:1200,200,325 Unlocks the Stilakus Subverter. Worth: 1.5 Distortion Field Prototypes Labs:6 Prerequisites: 1 point in Subverter Prototype 1:1400,250,400 Unlocks the Distortion Field ability for Stilakus Subverters. Worth: 2 Enforcer Prototype Prototypes Labs:5 1:1200,200,325 Unlocks the Skarovas Enforcer. Worth: 1 Inertial Field Prototypes Labs:7 Prerequisites: 1 point in Enforcer Prototype 1:1600,300,475 Unlocks the Inertial Field ability for Skarovas Enforcers. Worth: 1.5 Jump Inhibition Immunity Prototypes Labs:6 1:1400,250,400 Unlocks the Infallible Jump Drive ability for Jikara Navigators. Worth: 4 Kostura Prototype Prototypes Labs:8 1:1800,350,550 Unlocks the Kostura Cannon superweapon. Worth: 1 Rapid Pulse Cycling Assault Labs:1 1:400,0,25 2:500,0,50 Improves pulse gun damage by 5%. Worth: 1 Enhanced Pulse Emission Assault Labs:2 Prerequisites: 2 points in Rapid Pulse Cycling 1:600,50,100 2:700,75,125 Further increases pulse gun damage by 5%. Worth: 1.25 Quick Pulse Streaming Assault Labs:3 Prerequisites: 2 points in Enhanced Pulse Emission 1:800,100,175 2:900,125,200 Improves pulse beam damage by 5%. Worth: 1 Intense Pulse Beams Assault Labs:4 Prerequisites: 2 points in Quick Pulse Streaming 1:1000,150,250 2:1100,175,275 Pulse Beam damage is improved by a further 5%. Worth: 2 Pinpoint Bombardment Assault Labs:6 Prerequisites: 2 points in Intense Pulse Beams 1:1400,250,400 2:1500,275,425 3:1600,300,450 Improves planetary bombardment range by 13%. Worth: 3 Phase Miniaturization Assault Labs:1 1:400,0,25 2:500,0,50 Improves the chance that phase missiles will bypass a shield by 5%. Worth: 2 Phase Prediction Assault Labs:3 Prerequisites: 2 points in Phase Miniaturization 1:800,100,175 2:900,125,200 The chance for a phase missile to bypass a target's shields is increased by another 5%. Worth: 2.5 Superior Missile Phasing Assault Labs:5 Prerequisites: 2 points in Phase Prediction 1:1200,200,325 2:1300,225,350 Phase missile bypass chance is improved by a further 5%. Worth: 3 NME Warheads Assault Labs:6 Prerequisites: 2 points in Superior Missile Phasing 1:1400,250,400 2:1500,275,425 Damage dealt by phase missiles is increased by 10%. Worth: 2 Basic Wave Cannons Assault Labs:4 1:1000,150,250 2:1100,175,275 Wave damage is increased by 5%. Worth: 1 Wave Amplification Assault Labs:5 Prerequisites: 2 points in Basic Wave Cannons 1:1200,200,325 2:1300,225,350 Wave damage is improved by a further 5%. Worth: 2 Superior Wave Cannons Assault Labs:6 Prerequisites: 2 points in Wave Amplification 1:1400,250,400 2:1500,275,425 Damage dealt by wave weapons is increased by an additional 5%. Worth: 2.5 Skeletal Reinforcement Support Labs:1 1:400,0,25 2:500,0,50 Hull points are improved by 6%, and their regeneration is improved by 3%. Worth: 1 Self-Repairing Systems Support Labs:2 Prerequisites: 2 points in Skeletal Reinforcement 1:600,50,100 2:700,75,125 Hull points are improved by 2%, and their regeneration is improved by 10%. Worth: 1 Reintegration Support Labs:2 Prerequisites: 1 point in Self-Repairing Systems 1:600,50,100 2:700,75,125 Unlocks the Reintegration ability for Ravastra Skirmishers and Skarovas Enforcers. Worth: 2 Enhanced Hull Integrity Support Labs:4 Prerequisites: 2 points in Self-Repairing Systems 1:1000,150,250 2:1100,175,275 Hull points are improved by 7%, and their regeneration is improved by 3%. Worth: 2 Bifurcative Shielding Support Labs:3 1:800,100,175 2:900,125,200 Shields and their regeneration are improved by 5%. Worth: 1 Multi-Pass Shield Arrays Support Labs:5 Prerequisites: 2 points in Bifurcative Shielding 1:1200,200,325 2:1300,225,350 The shields and shield regeneration of all ships are increased by 5%. Worth: 2.5 Atomic Engineering Support Labs:3 1:800,100,175 2:900,125,200 The armor rating of all ships is increased by 1. Worth: 1 Flawless Armor Support Labs:4 Prerequisites: 2 points in Atomic Engineering 1:1000,150,250 2:1100,175,275 Armor rating is improved by 1. Worth: 1.5 Atomic Lattice Armor Support Labs:6 Prerequisites: 2 points Flawless Armor 1:1400,250,400 2:1500,275,425 Armor is increased by .5 and mass (I'm guessing this governs speed, turn rate, and acceleration) is reduced by 4%. Worth: 3 Improved Reactor Design Support Labs:3 1:800,100,175 2:900,125,200 Antimatter reserves and antimatter regeneration are increased by 5%. Worth: 2 Optimized Reactors Support Labs:5 Prerequisites: 2 points in Improved Reactor Design 1:1200,200,325 2:1300,225,350 Antimatter and regeneration are improved by 5%. Worth: 2.5 Superior Chain Reactions Support Labs:7 Prerequisites: 2 points in Optimized Reactors 1:1600,300,475 2:1700,325,500 The antimatter reserves and antimatter regeneration rate of all ships are improved by an additional 5%. Worth: 2.75 __________________ ii.Empire [004vc] __________________ Improved Salvaging Nanotechnology Labs:1 1:400,0,25 The salvage wait time is reduced by 50% and the recieved refund is increased by 20%. Worth: 3 Wreckage Auto-Salvage Nanotechnology Labs:3 Prerequisites: 1 point in Improved Salvaging 1:800,100,175 2:900,125,200 3:1000,150,225 Capital ships automatically collect income by salvaging recently destroyed structures and capital ships. Worth: 2 Artificial Longevity Nanotechnology Labs:2 1:600,50,100 2:700,75,125 Population growth on all planets is improved by 20%. Worth: 1 Trauma Nanomedicine Nanotechnology Labs:4 Prerequisites: 2 points in Artificial Longevity 1:1000,150,250 2:1100,175,275 The survival rate for planetary bombardment is improved by 10%. Worth: 2 Resource Sublimation Nanotechnology Labs:2 1:600,50,100 2:700,75,125 The extraction rate for metal and crystal is improved by 5%. Worth: 1 Entanglement Filtering Nanotechnology Labs:3 Prerequisites: 2 points in Resource Sublimation 1:800,100,175 2:900,125,200 Resource extraction rates are improved by a further 5%. Worth: 1 Orbital Processing Nanotechnology Labs:3 Prerequisites: 1 point in Entanglement Filtering 1:800,100,175 Unlocks the Matter Processor logistics structure. Worth: 1 Catalyzed Atomic Sorting Nanotechnology Labs:5 Prerequisites: 2 points in Entanglement Filtering 1:1200,200,325 2:1300,225,350 The rate of extraction for metal and crystal is increased by 5%. Worth: 1.5 Matter Decompilation Nanotechnology Labs:7 Prerequisites: 2 points in Catalyzed Atomic Sorting 1:1600,300,475 2:1700,325,500 Metal and crystal extraction is once again improved by 5%. Worth: 2 Off-World Exports Nanotechnology Labs:4 1:1000,150,250 Unlocks the Trade Port logistics structure. Worth: 1 Valuable Goods Nanotechnology Labs:5 Prerequisites: 1 point in Off-World Exports 1:1200,200,325 2:1300,225,350 The value (and hence your profits) of trade goods is increased by 8%. Worth: 2 Priceless Goods Nanotechnology Labs:7 Prerequisites: 2 points in Valuable Goods 1:1600,300,475 2:1700,325,500 The value of trade goods is further increased by 8%. Worth: 2 Power Draining Nanites Nanotechnology Labs:5 1:1200,200,325 Unlocks the Nano Weapon Jammer tactical structure. Worth: 3 Enhanced Nanites Nanotechnology Labs:6 Prerequisites: 1 point in Power Draining Nanites 1:1400,250,400 2:1500,275,425 Increases the number of ships that can be affected by the Nano Weapon Jammer at once. Worth: 2.5 Molecular Assembly Nanotechnology Labs:6 1:1400,250,400 2:1500,275,425 Structure build time is decreased by 5%. Worth: 2.5 Optimized Construction Nanotechnology Labs:7 1:1600,300,475 2:1700,325,500 The build cost of all ships and structures is decreased by 4%. Phase Space Monitoring Phase Mastery Labs:1 1:400,0,25 You get early warning of in-jumping enemies up to 1 planet away. Worth: 1 Extended Range Sensors Phase Mastery Labs:4 Prerequisites: 1 point in Phase Space Monitoring 1:1000,150,250 You get early warning of in-jumping enemies up to 2 planets away. Worth: 1 Highly Attuned Sensors Phase Mastery Labs:8 Prerequisites: 1 point in Extended Range Sensors 1:1800,350,550 All phase jumping enemies are detected. Worth: 1 Long Range Jumps Phase Mastery Labs:2 1:600,50,100 Your ships can jump between stars. Worth: 1 (when applicable) Phasic Barrier Phase Mastery Labs:3 1:800,100,175 Unlocks the Phasic Barrier ability for logistics structures, which allows them to engage a defensive shield at the expense of halted production. Worth: 1.5 Phasic Cloaking Phase Mastery Labs:4 1:1000,150,250 2:1100,175,275 Unlocks the Phasic Cloaking ability for Jikara Navagators, which allows them to become invulnerable at the cost of 3 antimatter/s and total loss of mobility and offensive capability. Worth: 3 Worm Hole Stabilization Phase Mastery Labs:4 1:1000,150,250 Your ships can jump through wormholes. Worth: 1 (when applicable) Gravity Tolerance Phase Mastery Labs:5 1:1200,200,325 2:1300,225,350 Your ships gain a 5% increase in gravity tolerance (the distance away from a planet at which your ships can phase jump). Worth: 2.5 Phase Tunneling Phase Mastery Labs:5 1:1200,200,325 Unlocks the Phase Stabilizer tactical structure. Worth: 1 Enhanced Tunneling Phase Mastery Labs:7 Prerequisites: 1 point in Phase Tunneling 1:1600,300,475 2:1700,325,500 Speed in a Phase Stabilizer lane is increased by 20%. Worth: 3 Returning Armada Phase Mastery Labs:8 Prerequisites: 2 points in Enhanced Tunneling 1:1800,350,550 2:1900,375,575 Unlocks the Returning Armada ability for the Phase Stabilizer, which generates a 5 each of Skarovas Enforcers, Ravastra Skirmishers, Kanrak Assailants, Lasurak Transporters, Junsurak Sentinels, and Jarun Migrators every 300 seconds at every planet with a Phase Stabilizer at a cost of 250 antimatter. Be extremely careful with autocasting this ability, since your fleet supply can bottom out in no time if you aren't paying attention. Worth: 1 Phasic Transmissions Phase Mastery Labs:6 1:1400,250,400 2:1500,275,425 Increases total fleet supply by 8%. Worth: 1 Expert Bounty Hunting Oppression Labs:1 1:400,0,25 2:500,0,50 The bounty you collect by attacking an empire is increased by 13%. Worth: 2.5 Full Terran Lockdown Oppression Labs:1 1:400,0,25 2:500,0,50 Maximum population on Terran planets is increased by 8%. Worth: 2 Fortification Specialists Oppression Labs:1 1:400,0,25 2:500,0,50 Build time for emergency facilities is decreased by 40%, and they cost 25% less. Worth: 3.5 Raider Xenophobia Oppression Labs:2 1:600,50,100 2:700,75,125 The strength of pirate attacks against your empire is decreased by 10%. Worth: 1 Volcanic Occupation Oppression Labs:2 1:600,50,100 Volcanic planets are colonizable. Worth: 1 Extreme Heat Metabolism Oppression Labs:4 Prerequisites: 1 point in Volcanic Occupation 1:1000,150,250 2:1100,175,275 The population cap on Volcanic planets is increased by 8%. Worth: 2 Sulfurous Respiration Oppression Labs:5 Prerequisites: 2 points in Extreme Heat Metabolism 1:1200,200,325 2:1300,225,350 The maximum population on Volcanic planets is further increased by 8%. Worth: 2.5 Arctic Occupation Oppression Labs:2 1:600,50,100 Ice planets are colonizable. Worth: 1 Subzero Biology Oppression Labs:3 Prerequisites: 1 point in Arctic Occupation 1:800,100,175 2:900,125,200 The maximum population on Ice planets is increased by 8%. Worth: 2.5 Compelling Propaganda Oppression Labs:3 1:800,100,175 Unlocks the Media Hub logistics structure. Worth: 1 Regimented Thought Oppression Labs:4 Prerequisites: 1 point in Compelling Propaganda 1:1000,150,250 2:1100,175,275 The spread of your culture is increased by 5%, and the damage bonus to your ships in friendly culture is increased by 4%. Worth: 2 Shock and Awe Oppression Labs:5 Prerequisites: 2 points in Regimented Thought 1:1200,200,325 2:1300,225,350 The spread of enemy culture is decreased by 20% in gravity wells harboring one of your capital ships. Worth: 1.5 Cunning Sympathizers Oppression Labs:6 Prerequisites: 2 points in Regimented Thought 1:1400,250,400 2:1500,275,425 Culture spread rate is increased by a further 5%, and the friendly culture damage bonus is increased by an additional 3%. Worth: 2.5 -------------------------- e. Fleet Logistics [004f] -------------------------- Fleet Logistics is the branch of research geared toward improving the maximum size of your fleet and number of capital ships. Though the three races have different names for each research, their functions and prices are identical, so I will list them by what they upgrade, with the TEC name first, Advent second, and Vasari last. I will not list a Worth rating, since it is really dependent on how much space you need for the current battle. I will also not list prerequisites because each item in a section requires one point of the previous research. A note on upkeep: If you research one of the items in the fleet category, you will have a percentage taken out of your resource income rate. Also, upkeep is charged whether or not you use the supply that you purchased. _______________________ Capital Ships [004fcs] _______________________ Basic Officer Training/Warrior Ancestry/Directed Reproduction Labs:1 1:1200,0,75 The number of capital ship crews is upped to 2. Formalized Training/Omens of Leadership/Augmented Genome Labs:2 1:1400,115,225 You can now support 3 capital ships. Basic Military Academy/Ritualized Instruction/Engineered Intelligence Labs:3 1:1600,200,350 4 capital ships are now supportable. Recruiting Propaganda/Prophetic Authority/Accelerated Maturity Labs:4 1:2600,400,650 The total number of capital ships you can support is increased to 6. Advanced War College/Rites of Vengeance/Cognitive Programming Labs:5 1:3000,500,825 Your empire can now sustain 8 capital ships. Crisis Training Funds/Heirarch's Chosen Ones/Rapid Analysis Training Labs:6 1:3400,625,975 You now have 10 capital ship crews at your disposal. High Command Academy/Higher Calling/Cerebral Data Mapping Labs:7 1:4800,900,1425 You can now build up to 13 capital ships. Military Conscription/Ascension Rites/Wide-Scale Cloning Labs:8 1:5400,1050,1650 You have reached the maximum number of sustainable capital ships, at 16. ______________ Fleet [004ff] ______________ Basic Provisioning/Subliminal Manipulation/Captive Suppliers Labs:1 1:400,0,25 You now have 250 supply points at your disposal, at a 9% upkeep cost. Standardized Depots/Telepathic Signaling/Deployment Monitoring Labs:2 1:600,50,100 Your amount of fleet supply is increased from 250 to 400, at a 19% upkeep cost. Just In Time Supplies/Compelled Contribution/Annexed Supply Chains Labs:3 1:800,100,175 You can now build 550 supply points worth of ships, at a 28% upkeep cost. Remote Resupply Protocol/Fleet Communion/Battlegroup Coordination Labs:4 1:1000,150,250 You now have 820 supply points for shipbuilding, at a 38% upkeep cost. Provisioning Doctrine/Mass Congregation/Seized Infrastructure Labs:5 1:1200,200,325 The fleet supply of your empire is increased to 1090, at a 47% upkeep cost. Fuel Efficient Deployment/Unity's Directive/FTL Transmissions Labs:6 1:1400,250,325 Your empire now has 1360 supply points at its disposal, at a 56% upkeep cost. Advanced Supply Control/Collective Sacrifice/Oppressive Taxation Labs:7 1:1600,300,475 Your fleet supply is improved to 1680, at a 66% upkeep cost. Interstellar Supply Lines/One Mind, One Voice/Fleetwide Communication Labs:8 1:1800,350,550 Your fleet supply has reached its maximum at 2000, at a 75% upkeep cost. ======================= V. Discoverables  ======================= Discoverables are the various beneficial items that may be found by exploring the planets under your control. They come in two types: bonuses, which affect only one planet and may appear on multiple planets, and artifacts, which affect your entire empire and are unique. Because they are so powerful, the locations of discovered artifacts are marked for all factions to see. ----------------- Artifacts [005a] ----------------- Artifacts are listed in the order that they appear on the artifacts page. Resilient Metaloids (3) All ships in your empire get a 15% bonus to hull repair rate. Power Core Relic (6) All antimatter-bearing ships and structures regenerate the precious substance 10% faster. Data Archive (8) Your empire gets a 25% discount on all research. Jump Field Generator (9) All antimatter-bearing ships lose 30% less antimatter when they phase jump. --------------- Bonuses [005b] --------------- Bonuses are listed in alphabetical order. Expert Crystal Miners Crystal extraction rate is increased by 50%. Expert Metal Miners Metal extraction rate is increased by 50%. High Security Protocols This planet gets 5 additional tactical slots, at a cost of 20% of the planet's trade income. Kalanite Deposits Trade income is increased by 20%. Massive Pure Glaciers Trade income is boosted by 30%. Natural Thermal Lift The planet's structure construction rate is increased by 25%. Porous Core The size of the planet's gravity well is decreased by 33%. Roiders Outpost Metal extraction is improved by 20%, and the planet gets 1 additional construction frigate. Space Ponies! Fulfills the Space Ponies! Achievement. Weapons Test Facility The planet can support 20 less people, but gains 8 tactical structure slots. ======================= VI. Achievements  ======================= To enhance the replay value of the game (not that it needs it), there are a number of achievements that you can earn by fulfilling requirements. Note that achievements requiring a certain number of objects built/owned/etc. refer to a single game, not a career score. Ensign-win as TEC Acolyte-win as Advent Initiate-win as Vasari Master of any Domain-win as a random player Plug Puller-beat 1 hard opponent Toaster Roaster-beat 2 hard opponents Comp Stomper-beat 3 hard opponents Actually HAL, I can do that-beat 4 hard opponents Fear of Icebergs-win without building a capital ship No Exhaust Port Found-win without building any strike craft Best Defense is a Good Offense-win without building any Tactical structures Go Big or Go Home-win without building frigates or cruisers TEC Military Researcher-research the entire military tech tree without any civilian research Advent Hostility Researcher-see above Vasari Weapons Researcher-see above TEC Civilian Researcher-research the entire civilian tech tree without any military research Advent Harmony Researcher-see above Vasari Empire Researcher-see above Archaeologist-find and own all nine artifacts at once TEC Fleet Diversification-build all of the TEC Capital Ships at once Advent Fleet Diversification-see above Vasari Fleet Diversification-see above Capital Ship Captain-train a capital ship to max experience Squadron Leader-build 100 squadrons Capital Ship Armada-build the max number of capital ships Ship Swarm-build the max number of fleet ships Outstanding Resume-Complete 30 games Star Explorer-travel to another star Escape from Max-jump through a wormhole Money Lender-give 25000 credits to other players Metal Lender-give 20000 metal to other players Crystal Lender-see above Road to Peace-form a ceasefire agreement Pacifist-form a peace treaty Mutual Trader-form a trade alliance Planet Visionary-form a planet vision treaty Ship Visionary-see above Family Planning-support 6000 people Tax Collector-collect 200000 credits in taxes Export Maven-collect 20000 credits in trade Metal Miner-mine 35000 metal Crystal Miner-see above Refining Magnate-collect 20000 crystal or metal from refining Pop Idol-spread your culture to 75% of the galaxy Expert Bombardier-incur 15750 damage to planets Frigate Killer-destroy 1000 frigates Wrecking Crew-destroy 200 structures Pilot's Bane-destroy 2500 fighters Pirate Exterminator-destroy 1000 pirate craft Anti-Globalization-destroy 1000 trade ships Dead Canaries-destroy 50 refinery ships Union Buster-destroy 50 construction ships Pirate Baron-colonize a pirate base Space Ponies!-Find the Space Ponies planet bonus (thanks to Nospamas for this one) Colonizer-own 30 planets Metal Speculator-buy 10000 metal from the black market Crystal Speculator-see above Metal Merchant-sell 10000 metal on the black market Crystal Merchant-see above Resource Opportunist-sell 15000 metal or crystal to others on the black market He's no good to me dead-spend 66000 credits on bounties World Builder-create and preview a custom map ======================= VII. 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